Owlbear

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1. „A check against an animal card“. Does this also mean checks to acquire animal cards, such as allies?

2. „Heal a weapon“. Heals usually heal random cards. Now it specifies a weapon. If I have several weapons in my discard pile, do I pick them randomly then?

3. If I have a power that lets me ignore before acting powers and I encounter a monster that says something like „before acting each character suffers 1 damage“, is the whole before acting sequence ignored for everyone, due to my power ignoring the whole before acting part or is it just me who will avoid the damage?

4. In scenario 2A in Curse I’m supposed to build the location „Ship“. However, there is no such location. Am I supposed to build the location „Boat“ instead?


This is very cool! Can you do this for Lini next? I wanted to play her with my party soon, but when I tested her in a solo play I wasn't so sure what she's actually good at and how I should use her mechanics. It also seems there aren't enough animal allies in core (except low level ones) and especially curse (which has almost only human allies) to make her a great choice. Please prove me wrong.


Hey there,

I was wondering when Core and Curse were released.

I was also wondering if there are any clues on when the next Adventure Path will be released. And which setting it might be?


Hey everyone,

In the Dragon’s Demand Storybook on page 23, there’s a random scenario called „Seek the Treasure“. It tells me to „add 3 wildcards“.

However, I only have 2 wildcards: „The Perils“ and „The Onslaughts“.

Am I supposed to add 3 powers on any of those cards (is that what the term „wildcard“ actually means? Not the cards themselves, but the powers on them?)
Or am I supposed to have more than these two cards in my core set?

If the latter would be the case, how would I know how many powers to apply on each of the cards? Applying every single power on 3 wildcards would be suicide, wouldn’t it?

Generally, which powers do I choose? Is it totally up to me?


First Question

p. 28, Cards do what they say:

"You can play a Cure spell even if it’s not your turn. Cards say everything they need to say."

Ok, cool. But one page after that it tells me something else.

p. 29, When things happen matters:
You can’t play a Cure spell during a combat check, or during recovery, or right before a Dragon bathes you in flame. The cards will tell you when to play them, so follow their lead.

Cure does not tell me when to play it. The first example would suggest that I could play it even during a combat check. The second example negates that. So what can I stick to in general?

___

Second Question. p. 26, Rules Changes:

"The Golden Rules cover the storybook and define the word “always.”"

What is that supposed to mean? I just don't understand the sentence, to be honest.


I own the S&S base set and all S&S adventures. We are a party of three people and have played the first three of them (B, 1 and 2).

So far we are enjoying it A LOT!
But we are no role players. We have never played something like a tabletop RPG before and the card game was the perfect way for us to sate our thirst for looting and levelling without having to start with something as complex like the Pathfinder RPG.

So we are playing this game rather strategically, without much (or any) roleplaying. Nevertheless I think that even a little bit of roleplaying might enhance the experience a lot.

Does anyone have any advice as to how to spice up the game a little?
It doesn't need to be roleplay advice only. Maybe someone uses some special rules he/she likes a lot...

So how do you play? How do you make the game an even better experience?
I'm really curious for your answers!


"If you play a weapon, the difficulty of the check to defeat is incresed by 3, or by 6 if your check has the swashbuckling trait."

Does this mean...

1. that it is increased by 6 if I use a weapon AND the swashbuckling trait

or

2. that it is increased by 6 if I use the swashbuckling trait even without a weapon

?


Hey there!

I was wondering: what's the point of picking leather armor?

Chain Shirt is exactly the same card only that you additionally have the option to reduce up to 2 more damage if the check has the swashbuckling trait.

They are both basic cards, so why would you pick Leather Armor if you can build your Deck with Chain Shirt right away?

Plus: The Chainshirt seems pretty OP to me when playing Jirelle. All the weapons she uses are usually swashbuckling, which makes Chain Shirt a "recharge for -3dmg" from the very start.

Should Chain Shirt really be a basic card??


Hello guys,

I was wondering about the use of the feat "You gain the skill Ranged: Intelligence +2" on Seltyiel's Marauder role card.

I figure its main use is for being able to use ranged weapons, but is there anything else it's good for?

I usually love the idea of gaining new skills, but for Seltyiel it feels just unneccessary if it's only for even more weapons. He is already way too strong at fighting.

Is the ranged skill also good for some out-of-combat stuff?


Hello everybody :-)

I just got a copy of the Skull & Shackles Base Set. I have played a test round solo and while I think the rules aren't too hard to understand, I still have a few questions left:

1. Ships

a) I can attempt to repair my ship in the "move" turn. Do I have to move to another location in order to repair the ship or can I do it in the move turn even if I am not moving at all?

b) When the ship is not anchored does this mean that I am always considered to be "on a ship" whenever it is my turn or an ally's turn in my location?
I was wondering this because the "Boarding Pike" weapon gets a nice bonus "if you are on a ship", which basically would be always if your ship isn't anchored.

c) The checks to defeat ships are not of the "combat" type (although you actually are fighting the ship, aren't you?)
So just to make sure: If I have the "Blessing of Milani" (= discard to add 2 dice to any non-combat(!!) dex or wis check) I can use it for defeating a ship which needs the corresponding check? (because fighting ships is "non-combat"?)

2. I started with the base-game's adventure "Plunder & Peril".
Am I allowed to / does it make sense to already add the cards from "The Wormwood Mutiny" (1) adventure deck to the box and thus using them when playing the basic adventure?
And for the future: does it make sense to use cards from "Temptest Rising" (3) or any other higher-level adventure when playing a lower-level adventure?

Thank you in advance! :-)